Velomancy
by Jared Sorenson
(jared@memento-mori.com)
"It's the future, Ballard,
and you're already part of it. For the first time, a benevolent
psychopathology beckons towards us. For example, the car crash is
a fertilizing rather than a destructive event - a liberation of
sexual energy that mediates the sexuality of those who have died
with an intensity impossible in any other form. To fully
understand that, and to live that... that is my project." -
Vaughn
a cultish sect embracing
chaos, flesh, sex, death and speed, velomancy is actually a
sub-school of entropomancy (with influence from the schools of
pornomancy and epideromancy) that has delved headfirst into the
mythic connection between sex and death; eros and thanatos. some
say that the autophiles
have a death wish, one that will soon be
fufilled in their pursuit of "the ultimate experience." others are
sickened by their obsession with scars, crime scene photography
and fast cars. the few that understand soon find themselves behind
the wheel...perhaps for the last time.
velomancy works through a
combination of forces: entropy, sex, technology and myth...all
potent forces in the Occult Underground. but for the most part,
joyriders aren't concerned with waging secret wars or finding the
hidden meaning of the universe. they all have one desire:
self-destruction through self-realization. followers of the cult
believe that the only way to live is to die. they gain charges by
pushing the envelope and risking their skins on their reflexes and
skill while driving. velomancers tend to have powerful connections
to their cars -- always buying the same make and model (or buying
several cars of the same make and model at once) and learning
every esoteric trick of the mechanic's trade.
autophiles are walking encyclopedias of car crash lore
(especially as this lore is helpful in regaining charges) and
often own their own garages or race-tracks (if in a remote enough
setting) where they have demolition derbys and car-crash
re-enactments.
the close-knit group of car
crash enthusiasts is fiercely protective of their privacy and the
actual number of velomancers is unknown. they tend to attract
followers who provide financing, real-estate or other such
assistance for the group (few members of velomanctic circles are
actually mages -- most are just hangers-on, fascinated by the
spectacle of their magick or from being a crash survivor).
note that although
automobiles are used throughout this article, any fast-moving
vehicle (motorcycles, airplanes, speedboats) can be used in
velomancy.
velomancy blast style: velomancers
attack the human body (or specific parts) with a kind of
sympathetic magick, unleashing their own memories of horrific
injuries onto others. hood ornament-shaped contusions, lacerations
from broken glass and steam burns spontaneously and violently
manifest on their victim's body, as if they had been in a car
wreck. the only condition is that the velomancer needs to have
experienced the injury in question in order to use it on someone
else (assume it's not a problem with minor blasts...every
velomancer has gotten whiplash before. velomancers often
photograph fatal car wrecks, documenting them for later use in
significant blasts). whatever the injury, most velomantic blasts
are unsubtle to say the least...
generate a minor charge: as in
entropomancy, velomancers gain minor charges from taking risks.
the difference is that velomancers must do so in a very specific
way, namely taking risks while driving: not wearing a seatbelt,
driving recklessly or speeding all enable the velomancer to gain a
minor charge.
generate a significant charge: re-create a
famous car crash or drive a famous crashed car (kennedy's lincoln,
james dean's "little bastard"). maintain a serious injury in a car
crash (though this must be accidental...slamming your mazda into a
brick wall just to gain a charge won't cut it).
generate a major charge: be physically
involved in a famous, fatal car crash (the chaffeur driving the
car the princess diana died in, the college student that struck
james dean's car). many velomancers believe that to die in a
spectacularly fatal crash is a one-way ticket to the invisible
clergy as the archetype of the flame that burns twice as bright
and half as long...
taboo:
velomancers exist in a paradoxical world, a world
where they control their own destiny when behind the wheel and
they must relinquish that control for magickal power. not being in
control will cause the velomancer to lose all charges, be if from
being a passenger (air-travel sucks for velomancers -- unless
they're the ones flying the plane) or by failing a helplessness
stress check.
random magick domain: velomancers,
like entropomancers, are masters of coincidence. the difference is
that they can only use magick dealing with vehicles.
starting charges: newly-created
velomancers have four minor charges.
Velomancy minor formula spells
- red light, green light, 1-2-3
- Cost: 1 minor charge
Effect: this spell enables the velomancer to
change the color of traffic lights from red to green or vice
versa. all other lights will also change (thus at an four-way
intersection, if the east-west light is changed to green, the
north-south light will change to red).
- whiplash
- Cost: 1 minor charge
Effect:
this is the velomancer minor blast
spell as described above. damage from whiplash is relatively minor
and internalized -- nothing more noticable than a bloody lip or
brusied collarbone (close inspection reveals the imprint of a
steering wheel on the victim's shoulder or similar signs of an
auto accident). the velomancer may add one die of damage for every
ten miles over the speed limit he's driving. if the subject is
driving when the spell is cast, he will crash unless he makes a
successful speed check.
- hotwire
- Cost: 1 minor charge
Effect:
the velomancer can start any car
without an engine key.
- engine trouble
- Cost:
2 minor charge
Effect:
when this spell is cast on a moving
vehicle, it will stall and the engine will cut out. if cast on a
stopped vehicle that isn't running, it will permanently cease to
run.
- auto-eroticism
- Cost:
3 minor charges
Effect:
by tapping into the psycho-sexual
mystique of cars, the velomancer can use his car's power to
attract others to him. the velomancer casts the spell by taking
the intended target of the spell of a ride (the passenger must be
willing). when the spell has been cast, the target will begin to
feel sexually aroused whenever near the driver or his car. she
will begin to fixate on details: scratches in the paint, scars on
the body of the velomancer; eventually she will fetishize these
details until they reach a sexual significance. although
superficially it appears to be a form of mind control (like the
pornomancy spell number nine), it doesn't compel the subject to
act on these feelings -- only to experience them.
Velomancy significant formula spells
- trauma
- Cost:
1 significant charge
Effect:
the velomancy significant blast
manifests as traumatic and visible damage -- broken bones, burns,
lacerations, you name it. similarly to the minor blast effect, for
every ten miles above the speed limit the velomancer can add an
additional die of damage and the driver must roll against crashing
(if he even survives the blast).
- radio-activity
- Cost:
1 significant charge
Effect:
to cast this spell, the
autophile thinks of a question
and tunes the car radio to any station. whatever song, news report
or commerical that is playing will somehow answer the question
(although it may be presented in a cryptic form). even disc jockey
banter will provide useful information ("...and the correct answer
to last week's trvia question is...")
- joyrider
- Cost:
2 significant charges
Effect:
the velomancer can instill a
subconscious urge in the victim's mind to hurt themselves the next
time they drive a car. if the victim is a responsible, safe driver
who wears a seatbelt and doesn't speed, he can make a driving
check to realize that he's about to do something dangerous.
otherwise, the victim will speed, change lanes without signaling
and generally drive extremely dangerously until he reaches his
destination.
- license to kill
- Cost:
3 significant charges
Effect:
when cast on a vehicle, that vehicle
and its occupants will cease to be visible (or audible) to other
drivers, pedestrians, etc. if cast on another car, the driver
won't be aware that no one can see him until another car changes
lanes and collides with him (or something similar). if cast on the
autophile's own car, he can run stop signs, commit hit and run
killings or even escape from police officers who are chasing him.
this spell lasts until the vehicle's engine is turned off or until
the velomancer wishes it to stop working.
- body work
- Cost: 5 significant charges
Effect:
the velomancer can will any vehicle he
owns to change form (even while being driven). thus an '91 red
ford escort could change to a '57 chevy in candy-apple red (with
all changes in mass, performance and gas consumption that go with
the transformation). the caster can change any or every feature of
the car, even going so far as to instantly restore a wrecked auto
lying in a junkyard (although instantly is a bit strong...the
transformation is visible and takes everything from seconds (for
minor changes or repairs, all the way to a few minutes for major
changes). besides the condition of ownership, this spell may only
be used on automobiles (the thought of turning a cessna to an f-14
fighter is a bit much, even for magick).
Velomancy major effects
major velomancy effects
include causing disruptions in traffic patterns, instantly killing
a car's driver or occupant, or enhancing a mundane car to perform
supernaturally.